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Le 16-04-03 04:18, Stephen a écrit :
> On 4/3/2016 7:54 AM, Thomas de Groot wrote:
>>
>> I may be missing something here, but is animation not very easy? just
>> rotate the inner cylinder. Essentially, the whole structure consists of
>> two moving semitransparent, superposed, image_maps.
>>
>>
>
> Probably not. But it is mumble, mumble years since I have seen one and
> was not sure how the effect was created. I thought that the glass
> cylinders might have been moulded to give local lenses on the inside.
>
> Will the illusion work with computer graphics using planer images?
> What sort of masking is needed for the images and what frame rate to
> use? These questions I will need to find an answer to.
> I think that this might distract me from Elite Dangerous, for a while. :-)
>
The inner, rotating, cylinder have transparent and diffuse areas.
The transparent areas can be coloured, as can the diffuse areas.
The light used is usualy a standard light bulb. If the distance between
the inner and outer cylinders is small, a frosted bulb is used, and a
clear one if the distance is large. This is to provide softer shading.
It can easily be done with a computer using planar image in several ways.
You can have the shading image with no_image set between the light and
the image.
You can use back side illumination that replicate the actual device.
You can use a blurred image that is to be layered with the base image.
There are probably other ways to acheive the same effect.
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On 4-4-2016 14:58, Stephen wrote:
> Proof of concept.
> It needs more work on the inner cylinder* and the masking.
> It is short and cyclic. Probably better to download it and watch it
> looping.
>
> https://youtu.be/21Tb8_HIDp8
Yes, that looks like it I believe.
--
Thomas
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On 4/4/2016 10:42 PM, Alain wrote:
>> Will the illusion work with computer graphics using planer images?
>> What sort of masking is needed for the images and what frame rate to
>> use? These questions I will need to find an answer to.
>> I think that this might distract me from Elite Dangerous, for a while.
>> :-)
>>
>
> The inner, rotating, cylinder have transparent and diffuse areas.
> The transparent areas can be coloured, as can the diffuse areas.
> The light used is usualy a standard light bulb. If the distance between
> the inner and outer cylinders is small, a frosted bulb is used, and a
> clear one if the distance is large. This is to provide softer shading.
>
Thanks for the reply, Alain. What you've said makes perfect sense.
> It can easily be done with a computer using planar image in several ways.
> You can have the shading image with no_image set between the light and
> the image.
> You can use back side illumination that replicate the actual device.
> You can use a blurred image that is to be layered with the base image.
> There are probably other ways to acheive the same effect.
Interesting techniques. I used a mask made from the shape of the sea to
restrict the area that had movement. Some areas of the sea looks fine
but others look wrong. So I started to make additional masks but my
image editing s/ware is so old (Paintshop Pro 7) it is too tedious to
continue.
I am happy to know it can be done, though.
--
Regards
Stephen
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El 31/03/16 a las 20:35, Jaime Vives Piqueres escribió:
> P.S.: The foam is still on the making...
After a lot of failed attempts with different techniques to place the
foam on the crests edges, I figured out the solution would be to use the
proximity macro by Samuel Benge. Here is attached the first try using
Nest_Prox()... still needs work.
--
jaime
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Attachments:
Download 'ocean-14.jpg' (134 KB)
Preview of image 'ocean-14.jpg'
![ocean-14.jpg](/povray.binaries.images/attachment/%3C57038f65%40news.povray.org%3E/ocean-14.jpg?ttop=411336&toff=50&preview=1)
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On 5-4-2016 12:11, Jaime Vives Piqueres wrote:
> El 31/03/16 a las 20:35, Jaime Vives Piqueres escribió:
>> P.S.: The foam is still on the making...
>
> After a lot of failed attempts with different techniques to place the
> foam on the crests edges, I figured out the solution would be to use the
> proximity macro by Samuel Benge. Here is attached the first try using
> Nest_Prox()... still needs work.
>
Good thinking Jaime! That is very good looking.
Something I remember from my days at sea is that sometimes, a given part
of the wave became temporarily (less than a minute) an almost perfect
surface without irregularities and with a high transparency. Not a hint
to you but just something I remember, in particular from the North Sea.
I crossed the Southern Atlantic and criss-crossed the Antarctic waters
(on the Polarstern) but I do not remember that from over there.
--
Thomas
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> El 01/04/16 a las 22:45, Sven Littkowski escribió:
> > This is the most realistic ocean I have seen so far! Will you
> > publish the scene source code?
>
> Thanks... of course, sources will be published once I finish fiddling
> with it.
>
> > Just the sky is pink and some dust does not allow to see very far, so
> > it seems.
>
> Well, the sky is from CIE_Skylight.inc, and yes, I've never been very
> satisfied with the pinkish coloring at horizon. On the first image is
> less noticeable as I lowered the white point to 4000K.
>
> The dust/haze is on purpose, to hide the fact that the sea is a mesh
> with a finite resolution.
>
> --
> jaime
I'm developing a skylight generator to produce pre-traced image map. Maybe it
can help that.
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> I'm developing a skylight generator to produce pre-traced image map.
> Maybe it can help that.
It could be interesting, indeed. CIE_Skylight.inc has also a problem
where seams between dome triangles are sometimes visible...
Your generator is POV-Ray SDL or an external program?
--
jaime
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> > I'm developing a skylight generator to produce pre-traced image map.
> > Maybe it can help that.
>
> It could be interesting, indeed. CIE_Skylight.inc has also a problem
> where seams between dome triangles are sometimes visible...
>
> Your generator is POV-Ray SDL or an external program?
>
> --
> jaime
POV-Ray SDL. I use many functions() to simulate the ray-tracing of the sky.
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> POV-Ray SDL. I use many functions() to simulate the ray-tracing of the sky.
That's nice... I'm looking forward to it being released.
--
jaime
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El 05/04/16 a las 12:11, Jaime Vives Piqueres escribió:
> ... still needs work.
Well, the proximity pattern is still not what I really need, but gets
close. Unfortunately it really makes the render much slower (x4)...
luckly I'm using a mesh: with an isosurface this would have taken almost
2/3 days.
--
jaime
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Attachments:
Download 'ocean-15e.jpg' (101 KB)
Preview of image 'ocean-15e.jpg'
![ocean-15e.jpg](/povray.binaries.images/attachment/%3C57060981%40news.povray.org%3E/ocean-15e.jpg?ttop=411336&toff=50&preview=1)
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